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- Fix invalid polymer light array access originating from game's cleanup
callback 'G_Polymer_UnInit'. - In astub.c, reset spritelightid to -1 when nulling the spritelightptr of a sprite (no crashes observed, just precaution) - In sdlayer.c, catch SIGILLs with our signal handler too, since illegal instructions are what the instrumented debug builds will execute when attempting to carry out an undefined (per C) operation. git-svn-id: https://svn.eduke32.com/eduke32@2169 1a8010ca-5511-0410-912e-c29ae57300e0
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20d303ed15
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3 changed files with 4 additions and 1 deletions
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@ -319,6 +319,7 @@ int32_t initsystem(void)
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}
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signal(SIGSEGV, sighandler);
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signal(SIGILL, sighandler); /* clang -fcatch-undefined-behavior uses an ill. insn */
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signal(SIGABRT, sighandler);
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signal(SIGFPE, sighandler);
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@ -487,6 +487,7 @@ int32_t block_deletesprite = 0;
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#ifdef POLYMER
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static void A_DeletePolymerLight(int32_t s)
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{
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if (actor[s].lightId >= 0)
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polymer_deletelight(actor[s].lightId);
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actor[s].lightId = -1;
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actor[s].lightptr = NULL;
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@ -315,6 +315,7 @@ static void DeletePolymerLights(void)
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if (spritelightptr[i] != NULL)
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{
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polymer_deletelight(spritelightid[i]);
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spritelightid[i] = -1;
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spritelightptr[i] = NULL;
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}
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}
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